
Rudra
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Everything posted by Rudra
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How about "no" for the reasons already given.
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The servers are not linked in that way. So you can't have a merged LFG. That would require merging the servers.
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Here are some possible alternatives to Judgement. Mercy Depending on the specific power crafted and slotted, you have a very slow recharge power that converts enemies to allies. They don't become followers. They don't become pets. They simply become friendly to PCs for a set period of time. Like a confuse effect except that they don't remain targetable by PCs and their pets. (Edit: So they won't follow you around, but they will attack and be attacked by any remaining hostiles in the area.) Similar to how Zenflower pacifies the Devouring Earth. And just like with Zenflower, each crafted power would be limited to specific enemy types (such as undead, plant, et al.) or factions. (Yes, I know this will not be a particularly desired option.) Tier 1 maybe only affects minions and underlings. Tier 2 may also affect lieutenants. Tier 3 and 4? I don't know because I don't think it should affect bosses or higher. Though maybe it can make attempted mezzes against them more effective by adding magnitude to them. (Edit: Which for the sake of simplifying coding, would be a reduction in their Mag protection.) (Edit again: Make it a non-stacking effect, and you don't have to worry about a group of incarnates reducing Hamidon and his mitos to confused, paralyzed victims waiting to be put down.) Creation Depending on the power crafted, you can either make a passable or impassable barrier. The barrier would be maybe 3 character collision boxes wide and 1 character collision box tall, with potentially wider/larger walls from higher tier versions. Passable barriers do progressively more damage to things that try to move through it, with either a weak repel field or a larger area around the barrier that applies fear to enemies to discourage them from attempting to pass through. They can still be taunted through, if you can overcome the fear, or KB'ed through to cause them harm. This would encompass such powers as fire walls and blade barriers/walls. Impassable barriers would be like stone, metal, or plant walls; and can be destroyed. With higher tier versions improving their HP and/or adding damage effects for melee attacks used against them. Like a wall of briars maybe. (So if the enemy is too close, the wall does periodic damage to them. A damage aura. Because I think a current dev said a thorns ability like in some other games can't work in this one.) (Edit yet again: All the walls would only last for a set duration, maybe 10 or 15 seconds, unless destroyed before then. All the walls would have a threat of 0 but would still be flagged as PC pets, so enemies will still attack them if nothing else is present for them to attack. Impassable walls are simply destructible objects, so anyone can destroy them if desired, and must be placed on the ground. Passable walls would also have to be placed on the ground. [No using the walls to trap your fellow players in Atlas Park for instance.] Passable walls would still be destructible, but would have appropriately high defense and/or damage resist to the incorrect forms of attack for their type. So a fire wall would have no damage resist to ice or water attacks, but would effectively be impervious to smashing and lethal attacks from its ridiculously high defense and/or damage resist. All walls have a much larger than themselves area that precludes the placing of more walls to prevent abuse against their fellow players as much as possible. And passable walls do damage as per other AoE attacks, since they are considered player pets/effects. Just like how you never have to worry about how many of your teammates or civilians you are rescuing are going to be flambe dinner for any scavengers in the area when throw that fireball. So no using like a fire wall to murder level 1s and 2s in City Hall.)
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I have no clue what to plug in there though. I'll post again later after I've had some time to consider.
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More variety in choices is something I support. Let's not make incarnate powers any more accessible to less then end game content though please.
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I was more or less okay with the suggestion until I got to this point. At which time I found my hackles raised and my fangs bared. I'm already frustrated that incarnate powers are retained all the way down to level 45, including Alpha's level shift, where they often get spammed to fast clear content that was never designed to handle that kind of power. So I am very much opposed to extending even just Alpha's effects to any extent any further.
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A character's name is as much a part of the character's concept from a player as their character's appearance, origin, and power choices. So no, names are not just names in this game. Names are part of what makes any given character that character.
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Yes. Exactly. You are misunderstanding me. City of Heroes did not have a Hero alignment that player characters had. All player characters way back then were simply player characters. No Hero alignment. No Vigilante alignment. No anything alignment. All they were, were player characters. The game's story was written from a hero point of view. So by virtue of playing the game and going through the game's story, you had to be a hero. That was the game's story. That was what you had to play. That had nothing to do with any character's alignment. Because the entire game's story revolved around the player assumedly playing a hero, the game manual was written from the point of view that you were going to make a hero and the story itself assumed you were playing a hero. However, there was still no hero alignment. No character had any alignments, it was all just the game's story. When City of Villains underwent development, alignments had to be added to differentiate between hero player characters and villain player characters. It wasn't until City of Villains was added that there was even any alignments for any characters to have. It wasn't until City of Villains was added that player characters could finally actually have an alignment that wasn't simply an assumption from the game's story. So prior to that, there were no player character alignments because there was no reason to devote any code to something the game simply did not need back then. I am and already was aware of that. However, what I am trying to point out is that the character creator does not itself include any alignment choices. You do not get any alignment choices until you finish going through all 8 character creation tabs. The alignment choice is fit in between registering your character and loading your character for initial spawn into a tutorial zone or a game zone. And anything past the first 4 tabs of character creation do not interact with the game except in a visual manner. Anything in the first 4 tabs were declared by the Live devs to be something that cannot be changed after character creation except by deleting and remaking the character because of how the game works and was originally designed. Probably because they were figured as essential data for game play. How did that earlier post put it? Right, that was it. How is the database set up? How can that database be changed? How bad will it fuck up the game trying to do so? (Thanks, @Psyonico.)
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Or, you know, if you want to play on a more populous server, use the double arrow icon at the top of the character select screen when you have your desired character chosen and simply transfer to the server you want. You can always transfer back later if you want. (I don't remember how many times per week this can be done though.)
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Except that as per the Live devs, a character's AT, primary power set, secondary power set, and origin are locked and cannot be changed once the character has been finalized/created except by deletion and creation of a new character. Not that they weren't willing. Not that it was not worth the effort. That it simply could not be done with the way the game is designed.
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Because all player characters were heroes. Even if you were making a vigilante or if you were making a demon bound to hunt specific targets (NPC factions) or anything else. All player characters were heroes. However, not a single one of them way back then had an alignment. Because the alignment system wasn't created until City of Villains underwent development. Back when the game was just City of Heroes, the only popup choices you had were did you want to enter the tutorial or not (after you at least had a completed character before making another, otherwise you had to play the tutorial), and if you chose not to do the tutorial, if you wanted to start in Atlas Park or Galaxy City. The character creation system did not address alignments because it was not part of the character creation system. There were no alignments because everyone simply had a player character, and as far as the game was concerned, everyone was playing a hero for the sake of the game's story. Then City of Villains was released and the alignment system was added. However, even in character creation as the game is now, the character creator we make our way through for any new character does not incorporate an alignment choice. It is only after you finish creating your character and click the "Next" button to load your character into the game that the popup that lets you choose your alignment if you did not choose to go through any of the tutorials comes up because the alignment choice is required to determine what zone your character will be initially spawned in. For all intents and purposes, that "Hero" or "Villain" button choice is only an "Atlas Park" or "Mercy Island" choice with the alignment being added as part of initial character spawning. (Edit: Which is why your character can enter the Galaxy City tutorial as non-aligned and get their alignment in the tutorial. Otherwise, you would have to pick your alignment as part of character creation and enter the tutorial already a hero or villain.) Because the alignment is not part of character creation, it can be changed. It is tacked on after. (Your character's battle cry and description can be changed because those are just simple text files that don't interact with any of the game's core mechanics. Just something that others can read or something that your character can localize with a key press, but does not interact in any meaningful way with any of the game's actual game play/mechanics. So that being part of the character creator doesn't affect anything and can be changed by the player at will. Anything else that is part of the core character creator cannot be changed. [Edit again: Obviously not counting the costume. I'm referring to the core mechanical parts of your character. The costume also has no meaningful interaction with the game's core game play/mechanics.] So no hitting up Null to change origins. Players simply have to keep their current origin or make the character over again. Just like if they want to change primary power sets, secondary power sets, and ATs.)
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Alignment probably didn't exist as a character flag before Rogue and Vigilante were added; the game likely just checked your archetype to determine if you should be treated as a hero or a villain, as those were side-specific at the time. Tacking those on to the existing character structure would be much easier than trying to change something as fundamental as the live devs alluded to those other things being. If you want to go back even further, when the game was just City of Heroes, there were no alignments. You simply had a player character.
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I have to disagree. Picking alignment is simply the last step of character creation, it is the last action you perform in the character creator before entering the actual game. The very last window in character creation is the Register window. Up to that point, nowhere do you choose your alignment. And nowhere on that window do you choose your alignment. Once you have finished with that last window of character creation, you click the "Next" button which tells you on mouse over that it takes your character into the game. So after character creation, as part of loading your character into the game, the game asks you if you want to do the tutorial with the tutorial determining your alignment or if you want to skip the tutorial at which point you choose your alignment so the game can do your character's initial spawn. (Edit: During character creation, the "Next" button for every window other than "Register" says "Next" on mouse over. Only the Register window's "Next" button says "Enter Game" on mouse over.)
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Your alignment has never been determined during character creation when you choose your origin, AT, and power sets. Alignment was always chosen after your character was made as part of entering the game itself. (Edit: That's why the alignment and tutorial choice does not come up until you finish designing your character and click the final "Next" on the Register page to enter the game. Because alignment is not part of character creation, it is part of game play.)
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You are guaranteed 2 Prismatic Aethers for completing any 1-star Hard Mode/Advanced Mode TF or SF. More for completing higher difficulty ones. Also, last I checked, they can be bought from the AH for 3,000,000 inf' each. And they randomly drop, albeit very rarely, from enemies defeated in all content. I hear you though. It's not something I'm actively pursuing either since the only guaranteed way of getting them requires I do things I don't have the time to do. They do have 3 badges for them though. One for buying 10 costumes from Benevolabs, one for buying 100 costumes from Benevolabs, and another that simply costs 50 Prismatic Aethers from Benevolabs. Though I get why things like the auras are tier 3 Premium Costumes and cost 250 Prismatic Aethers, I also think that was the dumbest thing in the world to do after taking even the Vanguard costume pieces out from behind their merit wall so players can make whatever characters they have in mind. So after making everything available to players without level requirements or merit purchases, now they add costume pieces, auras rather, that are hidden behind a merit barrier. Makes perfect sense. To someone not me.
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Costume Aura: In the Character/Costume Creator, select the Auras button. Path Aura: In the Character/Costume Creator, select the Auras button, then select the Path Auras button under it. Prismatic Aura: Gather 250 Prismatic Aethers, either via random drops or buy them from the AH. Go to Benevolabs, go to the Tier 3 Premium Costumes, and buy an aura. Toggles: Available mostly from armor sets.
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I'm willing to bet you will never see the Primalist. At least not as originally intended. https://homecoming.wiki/wiki/Primalist
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Which ones? Because yes, we do have final responses on some of them. The Avilans for instance will not be made. They were being considered so players could have winged characters, but then it turned out that wasn't necessary. The Devoured are very unlikely to ever see implementation because their inherent exists in Brutes already. And I have to wonder about the Hyper-Advanced Clockwork since their trademark ability is covered by Bio Armor.
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Ya couldn't just say "don't hold your breath"? 😄
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Uhm... considering the game calls for a keyboard and mouse? Probably not? Not saying it won't ever happen, just that I can't really see this game going phone app because of the control scheme and how hard finding some objects would be on a phone screen.
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Remove SOs replace with built IOs from Vendors?
Rudra replied to scarlet_f's topic in Suggestions & Feedback
If we're going to address the double xp turns off inf' from defeating enemies, that is the tradeoff for doubling your rate of leveling in a game that has already expedited the character leveling rate. And as @Luminara has stated, players choosing to go the double xp route for leveling still get salvage, enhancement, and recipe drops from enemies that can be traded for a profit on the AH. And if you are doing actual game content instead of AE, you also still get mission reward inf' even with the double xp booster. -
Remove SOs replace with built IOs from Vendors?
Rudra replied to scarlet_f's topic in Suggestions & Feedback
Uhm, yes, there are. Because you don't need IOs to beat the game? You don't even need SOs, though they do help. And playing through the game using SOs maintains the original feel and challenge of the game. -
Does your character have any active damage or debuff auras? Those disrupt self-destruct powers. (It's why I make sure I have something like Rise to the Challenge available and turned on when fighting CoT. It keeps the mages from going boom when near defeat.)
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Inspirations (are supposed to) drop often. You can combine any 3 inspirations of the same type into any other inspiration you prefer or need. Stepping out of a mission to hit up a vendor or the AH is not actually a big deal. As you get higher in level you can store more inspirations on the character. You can also e-mail yourself a stockpile of inspirations if desired, though only 1 inspiration per e-mail.
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Remove SOs replace with built IOs from Vendors?
Rudra replied to scarlet_f's topic in Suggestions & Feedback
No. IOs have to be crafted. Even the ones you may buy from the AH had to be crafted by a player. SOs can simply be purchased from contacts and vendors. Also, it doesn't matter if generic IOs (at high levels) are better than SOs, because the game is still balanced around SOs.